SuperAdvQuest fixes
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// Code to add here | |
foreach (PlayerQuest playerQuest in _player.Quests) | |
{ | |
if (playerQuest.Details.CompletionLocationID == newLocation.ID) | |
{ | |
if (!_player.CompletedThisQuest(playerQuest.Quest)) | |
{ | |
// See if the player has all the items needed to complete the quest | |
bool playerHasAllItemsToCompleteQuestTest = _player.HasAllQuestCompletionItems(playerQuest.Quest); | |
if (playerHasAllItemsToCompleteQuestTest) | |
{ | |
// Display message | |
rtbMessages.Text += Environment.NewLine; | |
rtbMessages.Text += "You complete the '" + playerQuest.Quest.Name + "' quest." + Environment.NewLine; | |
// Remove quest items from inventory | |
_player.RemoveQuestCompletionItems(playerQuest.Quest); | |
// Give quest rewards | |
rtbMessages.Text += "You receive: " + Environment.NewLine; | |
rtbMessages.Text += playerQuest.Quest.RewardExperiencePoints.ToString() + " experience points" + Environment.NewLine; | |
rtbMessages.Text += playerQuest.Quest.RewardGold.ToString() + " gold" + Environment.NewLine; | |
rtbMessages.Text += playerQuest.Quest.RewardItem.Name + Environment.NewLine; | |
rtbMessages.Text += Environment.NewLine; | |
_player.ExperiencePoints += playerQuest.Quest.RewardExperiencePoints; | |
_player.Gold += playerQuest.Quest.RewardGold; | |
// Add the reward item to the player's inventory | |
_player.AddItemToInventory(playerQuest.Quest.RewardItem); | |
// Mark the quest as completed | |
_player.MarkQuestCompleted(playerQuest.Quest); | |
} | |
} | |
} | |
} |
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